There are very few games I can say genuinely changed my life. World of Warcraft is one of them.
I was there when World of Warcraft launched in the UK. I remember what it was like stepping into Azeroth for the first time and slowly discovering just how enormous this game was. It wasn’t something you simply picked up, played for a few hours and finished. It became a second life, and in my case, my partner was dragged into that life with me.
World of Warcraft was addictive, but it wasn’t just the game itself that made it so difficult to put down. It was the people.
Guilds, friends, random players you met while questing, spending hours preparing for a raid and then finally getting enough people together to actually do it. Then there were the huge 40-player raids such as Molten Core and Blackwing Lair, where simply getting everyone organised could sometimes feel like a raid encounter in itself.
Back then, World of Warcraft felt like it was about achieving something.
I remember walking into a capital city and seeing players wearing incredible gear sets and wondering how the hell they had managed to get them. Then came the inevitable thought: I want that.
So you worked for it.
You found a guild. You learned your class. You found people you could rely on. You spent hours raiding, wiping, learning and eventually succeeding. When you finally got the gear you had been chasing, it meant something because you knew exactly what had gone into getting it.
That is the World of Warcraft I remember.

Then World of Warcraft Changed
The Burning Crusade was great. Wrath of the Lich King was arguably just as good. But eventually the game started moving in a direction that simply wasn’t for us anymore.
For me and my partner, Cataclysm was the point where things really fell apart.
The idea of making the game more accessible wasn’t necessarily a bad one, but the sense of achievement we had previously associated with progression was disappearing. Getting class gear no longer felt like the accomplishment it once had. What had previously required considerable effort could suddenly feel almost trivial.
So we stopped playing.
Years passed, World of Warcraft continued to evolve and eventually Blizzard brought Classic back. But Classic also raised another interesting question: what if Blizzard could take that original version of Azeroth and actually build something new with it?
That is essentially where World of Warcraft Forever comes in.
This Isn’t Just Another WoW Classic Server
World of Warcraft Forever is Blizzard’s attempt to take the foundations of original World of Warcraft and build a new version of Azeroth around them.
Rather than simply recreating the 2004 experience and eventually marching through the same expansions again, Forever takes the original level 1–60 world and expands it with new stories, new areas, new dungeons, new raids, new systems and new ways to build your character.
Blizzard describes Forever as a reimagined original Azeroth, with the journey itself being just as important as the destination. The team says the project has been shaped by what it learned from WoW Classic, Season of Discovery and years of player feedback.
And that is what makes this particularly interesting to someone like me.
Blizzard isn’t trying to give me the exact game I played in 2004.
It’s trying to give me the game I remember, while asking what that game could have become.
Over 1,000 New Quests Across Azeroth
One of the biggest changes is the amount of new content being added to the original world.
Blizzard has confirmed more than 1,000 new quests woven throughout the level 1–60 journey. This isn’t simply a handful of new quests sitting at the end of the game. The intention is to make the entire journey through Azeroth feel different, even when you’re travelling through areas you thought you already knew.
There are also new and expanded regions, including Mount Hyjal, Shen’dralas, Riverglades and Zephras Isle.
Riverglades, for example, is a new mid-level frontier containing more than 150 quests, while Mount Hyjal finally becomes part of the journey in this version of Azeroth, taking place after the events surrounding Archimonde’s defeat. Shen’dralas explores previously untouched parts of the world and expands the story surrounding the Shen’dralar and Eldre’Thalas.
For somebody who remembers exploring Azeroth when huge portions of the world still felt mysterious, this is potentially one of the most exciting aspects of Forever.
It isn’t just about remembering where everything is.
It’s about Blizzard giving us reasons to explore it again.
And Then There Is The Skyborne
One of the biggest additions is a completely new playable race: the Skyborne.
The Skyborne begin their journey on Zephras Isle, an elemental skybound starting area designed around the aesthetics of Classic Warcraft while drawing inspiration from the architecture of Skywall. The starting experience runs from levels 1 to 12.
What makes the Skyborne particularly interesting is that they aren’t simply another race with a different starting zone.
When creating a Skyborne, you choose whether to align with the Horde or Alliance. Horde-aligned Skyborne become Windshapers and can become Shamans, while Alliance-aligned Skyborne become High Order and can become Mages.
Both sides can also choose from several other classes, including Druid, Hunter, Rogue and Warrior. Blizzard has also created new Skyborne druid forms, racials, voices, dances and other customisation options specifically for the race.
It’s a pretty significant departure from the strict race and class combinations of the original game.

And Yes, Undead Paladins Are Finally Happening
If you have followed World of Warcraft for any length of time, you’ll probably already know about this one.
Undead Paladins.
Yes, really.
Blizzard is introducing six new race-and-class combinations in Forever: Gnome Priest, Human Hunter, Dwarf Shaman, Orc Mage, Troll Warlock and Undead Paladin. Blizzard has also confirmed that more combinations are planned for future updates.
The Undead Paladin is obviously the one that will get the most attention, particularly because the combination has been requested by players for years.
And Blizzard isn’t simply changing the race/class combinations and leaving the classes alone.
The Classes Are Being Reworked
This is where Forever becomes considerably more interesting than a simple Classic+ experiment.
Blizzard is keeping the familiar Classic talent-tree structure but is changing the abilities, talents and overall functionality of the classes.
The intention isn’t to turn Classic classes into modern WoW classes. Blizzard says it wants to preserve the identity and limitations that make the original classes distinctive while addressing areas where classes had obvious gaps or specialisations struggled to find their place.
Paladins are a particularly good example.
They receive Holy Strike at level 6, Consecration becomes baseline at level 20, Seals have been changed to reduce some of the repetitive buff management, and Protection receives additional tools to make tanking more viable.
Retribution also gets significant changes, including new interactions around Holy Strike, Judgement and Seal twisting, while Holy Paladins receive additional tools including ways to provide group healing.
Other classes are receiving similar attention, with new abilities and revised talents designed around the idea that every class should have a reason to exist in group content without simply making everyone capable of doing everything.
For me, this is one of the areas I’ll be watching very closely.
Classic’s class identity was one of its strengths, but there were also some very obvious weaknesses. Blizzard now has the opportunity to fix those without destroying what made the classes feel different in the first place.

Gear Is Being Changed Too
And this could be extremely important for the type of player I used to be.
Blizzard is changing how some of the game’s statistics work while keeping the familiar Classic foundation. Spell, melee and ranged hit chance are being combined, as are the different forms of critical chance. New stats are also being introduced, while weapon skill remains but becomes less dominant when choosing equipment.
There is even a change to caster weapons, which can now provide both spell damage and healing, meaning casters should have more meaningful upgrade options while levelling.
On paper, these changes might sound relatively minor.
For somebody who remembers spending ages comparing gear and trying to work out exactly what would make their character stronger, they could actually have a substantial impact on how progression feels.
New Dungeons and Raids
Of course, eventually you reach the part of World of Warcraft Forever that always mattered to me most: the group content.
Forever is launching with nine new dungeons, including the Hall of Thanes beneath Ironforge, the Ruins of Lordaeron, City of Dalaran, Blackmaw Hold, the Drowned City and several others.
Then we have the raids.
Blizzard has confirmed The Barrow Deeps as a 10-player maximum-level challenge and Hyjal Summit as a 20-player raid. New tier sets and a legendary reward are also planned.
There is also a new 15-player Darkspear Islands battleground, combining control points with elements inspired by Arathi Basin.
But this is where my old-school concerns start creeping back in.
New raids sound fantastic. New gear sounds fantastic. New dungeons sound fantastic.
But will getting that gear actually feel like an achievement?
That is something we simply cannot answer yet.

Blizzard Says The Journey Matters
One of the things Blizzard appears particularly keen to avoid is turning Forever into a race to the endgame.
The whole philosophy seems to be centred around making the journey from level 1 to 60 meaningful again.
There are systems designed specifically around encouraging players to interact with one another, including Camping, which allows players to create campfires in the world where other adventurers can gather, contribute through professions and receive campsite buffs.
There is also a Legacy progression system aimed at players who enjoy levelling multiple characters.
That is an interesting direction because it potentially gives players something to work towards without simply making every new character another race to rush through the same content.
Modern Features Without Turning It Into Retail
Blizzard is also making some concessions to modern players.
Forever includes optional Transmog, modern and Classic visual presets, HD and SD character-model options, restored Classic animations for HD models and official gamepad support.
The important word there is optional.
Blizzard isn’t simply taking modern World of Warcraft and dropping it into the old map. It is attempting to add conveniences without removing the things that made Classic feel like Classic.
Even the visuals have been updated, with improved lighting, global illumination, volumetric effects, water and shadows, while players can still choose the more traditional visual presentation.

But I’m Playing The Beta
And this is where my preview needs a massive asterisk.
World of Warcraft Forever is currently in beta.
At the beginning of the beta, the level cap is only 20. Blizzard has confirmed that the cap will increase to level 30 later during testing, with additional zones, dungeons and the new battleground opening as the beta progresses. The beta is scheduled to run until October 21, ahead of the game’s November 4 launch.
That means I simply cannot tell you yet whether Blizzard has succeeded in recreating the endgame experience I remember.
I haven’t spent hundreds of hours raiding Forever.
I haven’t chased its best gear.
I haven’t formed a guild and pushed through its new endgame content.
And I certainly haven’t seen what happens when thousands of players reach level 60 and start figuring out the World of Warcraft Forever systems.
Those things matter.
My Time With World of Warcraft Forever So Far
What I can tell you is that I’m enjoying it.
More importantly, I’m enjoying it in a way I haven’t expected to.
Playing Forever has brought back a ridiculous amount of nostalgia. Walking around Azeroth again, levelling a character and seeing familiar locations has reminded me just how much time I spent in this world all those years ago.
But I’m also approaching World of Warcraft Forever very differently now.
Back then, I could spend hours upon hours playing. I didn’t have the responsibilities I have today.
Now I’m a dad. I work full time. My gaming time is limited, and most of the time I’m squeezing gaming into whatever short window I can find.
So my sessions with Forever have generally been shorter bursts rather than disappearing into Azeroth for an entire evening.
And surprisingly, that hasn’t stopped me enjoying it.

The Biggest Thing Missing Is The People
There is, however, one enormous difference between my experience now and my experience when World of Warcraft originally launched.
I’m not playing with my partner and friends.
That matters more than I expected.
World of Warcraft wasn’t just about killing monsters and getting gear. It was about the people you did it with. It was about finding a guild, getting to know people, laughing when something went horribly wrong and celebrating when you finally defeated something that had been destroying you for hours.
That’s the part that made the original game special.
And while Forever is clearly trying to encourage that kind of interaction again, playing alone simply isn’t the same experience.
Perhaps that’s why the nostalgia hits so hard. I’m not just remembering a game.
I’m remembering a period of my life.
So, Can World of Warcraft Forever Bring Back The Magic?
Right now, I genuinely don’t know.
And that’s actually a good thing for a preview.
There is enough here to make me believe Blizzard is taking the idea seriously. This isn’t simply another Classic server with a few extra quests. There are new zones, more than 1,000 quests, nine new dungeons, new raids, a new playable race, six new race-and-class combinations, reworked classes and talents, new progression systems, new visual options and systems specifically designed to encourage players to interact with one another.
But the question that matters most to me hasn’t been answered yet.
Will World of Warcraft Forever make achievement feel important again?
Will I eventually walk into a capital city and see someone wearing a set of gear and think, “How the hell did they get that?”
Will I want to join a guild again?
Will raids feel like something you have genuinely earned rather than simply another item on a content checklist?
Will getting to level 60 actually feel like an accomplishment?
Those are the things I need to discover before I can decide whether Forever really has recaptured what made the original World of Warcraft so special.
World of Warcraft Forever Preview – So Far
For now, my thoughts are surprisingly simple.
World of Warcraft Forever is great.
It has brought back the nostalgia. It has reminded me why I loved Azeroth in the first place. It has given me a reason to explore the world again, and Blizzard appears to be taking the idea of expanding Classic Azeroth considerably further than I expected.
But this is only the beginning.
I’m currently playing a beta capped at level 20, with level 30 coming later. There is still a huge amount of content, systems and progression left to experience before we can properly judge what Forever becomes at level 60 and beyond.
For now, though, Blizzard has managed something I wasn’t sure it could.
It has made me want to play World of Warcraft again.
And for someone who walked away from Azeroth many years ago, that alone is pretty damn significant.
Read more awesome previews >>here<<.
The game was provided to us for the express purpose of reviewing.
The review was written by me and edited by my partner.
The Code was Provided to us to preview the game in early access NOT to review as the game is not complete.
World of Warcraft Forever Preview Summary
What is World of Warcraft Forever?
World of Warcraft Forever is a new branch of World of Warcraft built around a reimagined version of original Azeroth, retaining the Classic level 1–60 experience while adding new stories, zones, dungeons, raids, classes, race combinations and progression systems.
What’s actually new?
Forever adds more than 1,000 quests, new and expanded zones, nine new dungeons, new raids, a new playable Skyborne race, six new race-and-class combinations, revised classes and talents, new statistics, Legacy progression, Camping, optional Transmog and updated visuals.
What is the new race?
The Skyborne are a new playable race beginning on Zephras Isle. They can align with either faction, with Horde Skyborne gaining access to Shaman and Alliance Skyborne gaining access to Mage alongside several shared class options.
Are there really Undead Paladins?
Yes. Undead Paladin is one of six new race-and-class combinations Blizzard has confirmed for World of Warcraft Forever.
What about the endgame?
That’s the biggest unanswered question for me. Blizzard has announced new maximum-level content including Barrow Deeps and Hyjal Summit, but the beta is currently only testing the early stages of the game, so the full level-60 experience cannot yet be assessed.
Am I enjoying it?
Yes. As someone who played World of Warcraft from its UK launch and eventually walked away after Cataclysm, Forever has already brought back a level of nostalgia I wasn’t expecting.
Is it the old World of Warcraft again?
No. And that’s the interesting part. Blizzard is using original Azeroth as the foundation rather than simply reproducing the past. Whether those changes ultimately strengthen the experience will depend heavily on how the game handles progression, endgame content and the social experience.
Will I be playing more?
For now, absolutely. Even with the limited gaming time that comes with being a dad and working full time, I’m enjoying my short sessions in Azeroth. The real question is whether Forever can keep that feeling going all the way to level 60 and beyond.


